Class WarfareProjectile
- Namespace
- Uncreated.Warfare.Projectiles
- Assembly
- Uncreated.Warfare.dll
Handles invoking the ProjectileSpawned and ProjectileExploding events.
public class WarfareProjectile : MonoBehaviour
- Inheritance
-
ObjectComponentBehaviourMonoBehaviourWarfareProjectile
- Inherited Members
-
MonoBehaviour.IsInvoking()MonoBehaviour.CancelInvoke()MonoBehaviour.StopCoroutine(Coroutine)MonoBehaviour.StopAllCoroutines()MonoBehaviour.destroyCancellationTokenMonoBehaviour.useGUILayoutBehaviour.enabledBehaviour.isActiveAndEnabledComponent.GetComponent<T>()Component.TryGetComponent<T>(out T)Component.GetComponentInChildren<T>()Component.GetComponentsInChildren<T>()Component.GetComponentInParent<T>()Component.GetComponentsInParent<T>()Component.GetComponents<T>()Component.GetComponentIndex()Component.transformComponent.gameObjectComponent.tagObject.GetInstanceID()Object.GetHashCode()Object.InstantiateAsync<T>(T)Object.InstantiateAsync<T>(T, Transform)Object.InstantiateAsync<T>(T, Vector3, Quaternion)Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)Object.InstantiateAsync<T>(T, InstantiateParameters)Object.InstantiateAsync<T>(T, Vector3, Quaternion, InstantiateParameters)Object.Instantiate(Object, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion, Transform)Object.Instantiate(Object)Object.Instantiate(Object, Scene)Object.Instantiate<T>(T, InstantiateParameters)Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)Object.Instantiate(Object, Transform)Object.Instantiate<T>(T)Object.Instantiate<T>(T, Vector3, Quaternion)Object.Instantiate<T>(T, Vector3, Quaternion, Transform)Object.Instantiate<T>(T, Transform)Object.Destroy(Object)Object.DestroyImmediate(Object)Object.DontDestroyOnLoad(Object)Object.DestroyObject(Object)Object.FindObjectsOfType<T>()Object.FindObjectsByType<T>(FindObjectsSortMode)Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)Object.FindObjectOfType<T>()Object.FindFirstObjectByType<T>()Object.FindAnyObjectByType<T>()Object.FindFirstObjectByType<T>(FindObjectsInactive)Object.FindAnyObjectByType<T>(FindObjectsInactive)Object.ToString()Object.nameObject.hideFlags
Remarks
Also adds a hotfix for ghost projectiles.
Properties
Ammo
public ItemMagazineAsset? Ammo { get; }
Property Value
- ItemMagazineAsset
Asset
public ItemGunAsset Asset { get; }
Property Value
- ItemGunAsset
Barrel
public ItemBarrelAsset? Barrel { get; }
Property Value
- ItemBarrelAsset
CanSolve
public bool CanSolve { get; }
Property Value
Direction
public Vector3 Direction { get; }
Property Value
- Vector3
FireTime
public DateTime FireTime { get; }
Property Value
Gun
public UseableGun Gun { get; }
Property Value
- UseableGun
HasExploded
public bool HasExploded { get; }
Property Value
HasLanded
public bool HasLanded { get; }
Property Value
HasSpawned
public bool HasSpawned { get; }
Property Value
ImpactTime
public DateTime ImpactTime { get; }
Property Value
LaunchTime
public DateTime LaunchTime { get; }
Property Value
Origin
public Vector3 Origin { get; }
Property Value
- Vector3
Owner
public WarfarePlayer Owner { get; }
Property Value
OwnerVehicle
public InteractableVehicle? OwnerVehicle { get; }
Property Value
- InteractableVehicle
Rocket
public Rocket Rocket { get; }
Property Value
- Rocket
Team
public Team Team { get; }
Property Value
Methods
FixedUpdate()
[UsedImplicitly]
public void FixedUpdate()
Events
OnProjectileSolved
Run a callback when the projectile has been solved. If it's already been solved it'll be invoked immediately.
public event ProjectileSolved OnProjectileSolved
Event Type
Remarks
No need to unsubscribe after usage.